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Roleplaying: Redemption of the Ancients [OOC]  XML
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Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
Messages: 11245
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Species name: Kraylk'Sut
Starting location:
South Western Continent, city located at the mouth of the river.
Starting Era/Technology:
Early Civilization.
Appearance:
Humanoid mantids with golden-brown coloration, they possess six limbs. One pair functioning as legs and the other two pairs as arms. Like most insects, they posess large compound eyes. In place of skin, the Kraylk'Sut have a thin exo-skeleton. Mandibles take the place of a mouth, leading the Kraylk'Sut to communicate entirely in a near indecipherable cascade of chitters and clicks. Kraylk'Sut, when stripped of all personal affects and attire, are generally almost indistinguishable. However, all Kraylk'Sut give off a unique pheremone only detectable by others of their race.

Abilities/Traits:
Kraylk'Sut have excellent agility, in addition to their quick speed and reflexes, Kraylk'Sut posess venemous bites and sharp claws as natural weapons. Some Kraylk'Sut have been seen to develop Psionic abilities, but the trait is generally recessive amongst the race. The Kraylk'Sut's exoskeleton allows them protection from most minor injuries.

Culture/Disposition:
Kraylk'Sut typically live in tightly-knit nomadic clutches that wander throughout the desert. They often feel a strong connection with the land, revering it as a divine spirit of some sort. Transportation is often accomplished by means of large pack beasts the Kraylk'Sut have come to name and domesticate, Kacht. Kacht largely resemble Atlas Beetles, but range from about the size of a Cow to that of an Elephant. The smaller, docile Kacht are bred by the Kraylk'Sut as opposed to the giant, angry ones. For now, at least. Kraylk'Sut nomadic tribes are often guided by the eldest of the clutch. The successor is generally whoever is the next oldest, unless the next oldest is disliked greatly among the rest of the clutch.

The city state of Drik'Chkit is the largest and only stationary settlement of Kraylk'Sut. The city lies on their native continent, along the mouth of the river, where it is ruled over by a single monarch. The majority of the city's population take up the trade of farmers or hunters, a small minority finding employment as scribes, physicians, artisans, and professional soldiers. It is lorded over by a single "noble" family of Kraylk'Sut, though supreme power in the family rests with the oldest living male figure. Slavers, stemming from the minority of inactive soldiers in the city, are largely responsible for the city's growth, kidnapping their nomadic brethren and forcing them to labor in the city. Their freedom is eventually earned and the slaves unanimously find it a better idea to remain in the city rather than return to a nomadic life in the desert. Despite this, nomads continue to begrudgingly trade with Drik'Chkit. As the city produces supplies the nomads have come to rely on.

Miscellaneous info:
Not that I can think of, no.

This message was edited 1 time. Last update was at 10/29/2011 17:58:20


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Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
Messages: 11245
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Here's a nice little bump.

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rondogw


Spacefaring Sporeling

Joined: 08/13/2011 22:00:00
Messages: 6452
Location:
Land of Energy and Life.

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Oh hello. I'm currently trying to think of a race..

leestriter


GalacticGod

Joined: 11/10/2008 01:15:52
Messages: 16722
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I'm in.

Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
Messages: 11245
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leestriter wrote:I'm in.


Yessss.

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rondogw


Spacefaring Sporeling

Joined: 08/13/2011 22:00:00
Messages: 6452
Location:
Land of Energy and Life.

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So are aquatic races allowed?

Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
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Of course. Though you may want to give them some lungs or such so they can interact with the players on land.

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rondogw


Spacefaring Sporeling

Joined: 08/13/2011 22:00:00
Messages: 6452
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Land of Energy and Life.

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Right.. Yes, and then if Unit makes a cephlapod race we will be the ultimate team.

leestriter


GalacticGod

Joined: 11/10/2008 01:15:52
Messages: 16722
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I'm thinking about taking a race from my Elimian Odyssey game.

unit111


Civilized Sporeon

Joined: 07/28/2009 19:34:23
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That would be cool Lee.


Hmm... Nearly finished the Cephalopods, just got to finish traits, decide where to start and then... Well decide which technology level.

Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
Messages: 11245
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Let me just take this thread...

...And push it, to the front page.

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WyrmMasterX


Microbe

Joined: 08/08/2009 02:20:56
Messages: 2
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>.>

Everytime one of these pops up for some reason I feel drawn back....

(This is omni. Bugged up log in

This message was edited 1 time. Last update was at 10/31/2011 16:06:16

OmniLight64


Spacefaring Sporeling

Joined: 09/14/2008 13:46:22
Messages: 7946
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Deep within the Viri'Drias

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WyrmMasterX wrote:>.>

Everytime one of these pops up for some reason I feel drawn back....

(This is omni. Bugged up log in

Yeah this is me. Sorry. As I said, bugged up log in.


Unuhexium


GalacticGod

Joined: 11/06/2008 00:17:29
Messages: 11245
Location:
That Place With The Thing

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OmniLight64 wrote:
WyrmMasterX wrote:>.>

Everytime one of these pops up for some reason I feel drawn back....

(This is omni. Bugged up log in

Yeah this is me. Sorry. As I said, bugged up log in.


Well, I'd certainly be happy to have you on board for this one. Just...Waiting on everyone else's race sheet at this point.

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unit111


Civilized Sporeon

Joined: 07/28/2009 19:34:23
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Finally done my sheet.

Species name: Arsylth

Starting location: Around the Western Tip of the Island Cluster just South West of the North Western Continent (Not the big northern polar continent).

Starting Era: Early Civilisation. (Think early Bronze Age here)

Appearance: The Arsylth are a race of Cephalopods strongly resembling squids. Check this image

here in this link for a basic diagram.
Arsylth are actually quite small with quite stubby bodies and three complex eyes on each side along with three sets of gills instead of siphons. The gills give Arsylth high performance capabilities but in reality their volume to surface area ratio is low enough that they can in fact breath through their ‘skin’. They are generally dark blue in colour speckled with lighter shades of blues, blue-greys and browns.
Occasionally an Arsylth is born in a dark shade of red with more pink shaded speckles, these Arsylth also have extra arm-tentacles which give them greater manipulative ability. The colouration and the arm-tentacle number are both related.
The Arsylth do not have a nervous system in the sense other creatures do. Instead they have networked Localised Nervous Systems where the neurones loop straight from the receiver to an available responder, not sending pain signals to the highly complex brain that the Arsylth has. As such Arsylth are not incapacitated by pain but localised networks work in correspondence to give what could be called a damage report which leaves the Arsylth somewhat detached from its body.

Abilities/Traits: Because they are not the strongest, fastest, smallest, biggest or scariest creature in the oceans the Arsylth have adapted to have a high intelligence and innate knowledge on ambush tactics which it uses to obtain prey with which is feeds. Their arm-tentacles are very manoeuvrable and very dextrous which gives them ability to manipulate objects very closely.

The Arsylth favour lying in wait for prey and enemies alike, partly due to their own nature and partly due to the nature of the environment in which they live in.
Arsylth technology, primitive though it might be, is built around the environment and is designed to withstand the oceans.

Culture/Disposition: The Arsylth typically live in medium sized communities, this allows safety in numbers and larger prey can be brought down by lots of Arsylth who will then “share” the food out amongst each other. The Arsylth have no religion to speak of but make up for this in their intense curiosity, they are never happy with an answer and are always seeking to challenge it and see if there is a better one behind it or not. The Arsylth have no domestication, fish are very hard to domesticate after all, and so the concept of pens or prisons is alien to them. An Arsylth does something that is deemed wrong by others is outcast.

The Arsylth live in two “settlements” which have their own set of smaller communities which have branched out from them. These settlements are situated in separate Sea floor trenches a few miles apart. The two settlements are called, “Uuauo” and “Ouuae”. Neither of the names have harsh letters in as the Arsylth struggle to produce harsh sounds under water, above water they tend to clack or hiss. Uuauo is the slightly older and larger settlement but Ouuae is in slightly better waters. The two don’t really fight each other as the Arsylth don’t see much point in doing so although when feeding season comes and all the fish arrive they do have clashes over shoals, usually resulting in neither getting them.

Miscellaneous info: Err…. Nope.

 
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